Fencer Archive

Thread: Makeing Fencer's unique ( Future of Fencer )

Darakeru
Thu Mar 25, 2004 6:14 pm
#66

Holy crap. If an admin reads this, please remove some of my spammed duplicates of the above posts. I think I clicked "Submit Post" a few too many times.



- I support the CU and am grateful that we have a game that continues to evolve rather than stagnate. Join the positive voices!
TechBoss
Fri Mar 26, 2004 12:41 pm
#67

I think the profession is title wrong for the way it is implemented. Fencer is focuses on using the point of the weapon to do damage, piercing the opponent. The weapons that are avaliable to the "fencer" are cutlasses, scimitars, short swords and batons, no rapiers or sabers. The profession is 1-handed melee and swordsman, who has axes and hammers, is 2-handed melee. Those professions should be looked at on that scale, rather than on what the class in named.


Here is what I would like to see in 1-handed melee (fencer):



  • dual wield, fits into the cavalier image where a dagger is used in the off-hand or a martial arts image using dual batons (fighting sticks)

  • More effective defenses, going back to the cavalier and pirate models, these guys didn't wear armor and relied on dodging and parring to defend themselves.

  • Speed, while these weapons don't do much damage, quick accurate strikes that cause state effects will take their toll as many blows are struck in a short time. Where 1-hand melee should be faster than TKA is in the use of specials. A TKA "move" requires more time than a series of jabs and slashes.

  • Electrical damage type. This could be implemented in an item that is similar to a modern day tazzer, which is actually based off of electricity.

  • This one is more of a super wish list item, but I think we should get a throw. You should be able to throwyour equiped weapon up to 32m at an enemy and do some reasonable damage. Why 30m, because you can strike up to 20m witha lunge. The ranges in the game are messed up anyway, it should be attack 5m, lunge 10m, throw equiped weapon 20m.




-----------------------------------------------------------------
"List?..... Where is this "list" you speak of. Writing something on toilet paper and then wiping your ass with that same paper doesn't constitute as a list." from BH forums in regards to combat balance list of issues.
Shinjo_Kanzaki
Fri Mar 26, 2004 8:37 pm
#68

skimming through the majority of these posts, all i'm seeing is up the damage or get rid of the speed cap. do you guys really want to play a balanced game or just want to be have the second coming of your FOTM status? fencers already have a defining ability against all the other brawlers. it's their dodge. only thing that i would be interested in seeing is the devs to rework the weapons. let the fencer use fencer weapons, not a freakin baton. while you're at it why is the powerhammer the preferred choice for swordsman, and why does someone classified as unarmed have to rely on VKs?



____________________

Shinjo Kanzaki - Sentinel


It's not lag, it's bullet-time.
Darkside_Isawa
Sun Mar 28, 2004 5:09 am
#69

Shinjo : its not lag, its bullet time ROFL


I have now started working on TKA also to see if its really that better, but so far im taking ALOT more hits when i use unarmed... although im no longer a BladeMaster i can tell that the fencers dodge really makes a difference, for PvE at least, not much usefull in PvP, but we do have killer KD resist wich is really good... but the thing is... tka just looks better, it has much cooler animations... the fencers animation just looks slugish and kinda boring...





Tomoe Isawa,


Master Bounty Hunter/ Master Pistoleer

~Pink haired Cutie~
M0G4N
Mon Mar 29, 2004 12:14 pm
#70

Just re-listing what I feel needs to be dealt with to enhance the fencer experience...


The main beauties of being a fencer should come with the speed and defensive capabilities. I am not someone well versed in the EU, but for the devs, implementing some form of unique defense to fencers (more indepth than dodge) would be very nice, be it a shield, ability to parry, defensivestances, activate god mod , etc. As far as speed goes, we all know we should have it, we all know we want it, we're just waiting for the devs to lower our speed cap to 0.5 to help us with our current obvious (pve) damage problems. Another obvious solution to our damage issue would be the dual-wielding of weapons, but I'd much rather have a reduced speed cap...if they both get implemented, then WHOOHOO!!



___________________________
[in limbo] Mo' Gan : Shadowfire ~ Farewell Shadowfire and SWG
[retired] Mogan : Shadowfire ~ Master Fencer, Master Brawler
· go go Power Rangers! · wishing the Combat Balance went Live much sooner ·
· punching bag of Shadowfire · this sig space is dedicated to the splendiferous Anna' ·

LuapLink
Tue Jun 08, 2004 7:30 am
#71

I noticed that on the Swordsman forum one of their ideas for changes was to have CoB changed to make it more unique. If we did the same with fencer we could have it so that when it was active it greatly increased our defences (far more than we get atm), even enough to tank high level PvE, but we would get a massive drop in our damage, possibly even not be able to perform specials. This would turn fencers into pure tanks, we could tank anything but we could not do enough damage to targets to make it a tool for soloing.



Orba Bunsen - Master Snuggler/Pistoleer(Test Center)
Oorba - Master Fencer/Brawler/Swordswookiee(Test Center)
Abor Ava - Master Commando(Test Center)
EaliAidai
Thu Jul 15, 2004 11:27 am
#72

i dont know if any mentioned this or not, but since fencer is one handed, why not have to swords equipped at the same tip? i think that would be freakin sweet!
JakeyPOO
Fri Jul 16, 2004 5:39 am
#73

To be historically accurate, chances are a fencer would have a dagger/buckler/or cloak in his off hand to counter the opponents attacks and given the opportunity possibly use the dagger for the close quarters stabs. To give those without much idea on what real fencing with real rapiers looks like heres a nice little demonstration at 'medium tempo' and it shows that a fast tempo for a non choreographed battle would be quite quickand damaging. As you may notice one of the gentlemen in the video got poked/hit in his off hand.


http://www.kismeta.com/diGrasse/Rapier2.avi



Skeeziks

Bloodfin



Skeeziks
Bloodfin
Brainplay
Sat Jul 17, 2004 6:44 am
#74






JakeyPOO wrote:

To be historically accurate, chances are a fencer would have a dagger/buckler/or cloak in his off hand to counter the opponents attacks and given the opportunity possibly use the dagger for the close quarters stabs. To give those without much idea on what real fencing with real rapiers looks like heres a nice little demonstration at 'medium tempo' and it shows that a fast tempo for a non choreographed battle would be quite quickand damaging. As you may notice one of the gentlemen in the video got poked/hit in his off hand.


http://www.kismeta.com/diGrasse/Rapier2.avi



Skeeziks

Bloodfin







To be historically accurate chances are a "fencer" would have a longsword, shortsword, saber, rapier, or cutlas in one hand with another sword type,full shield, round shield, buckler, no shield, cloak, rubber chicken in the other. Don't get confused with post "gunpowder" era swordfencing styles and what "fencing" really is.


Our vibroblade is the only weapon that is lightweight (and ironically the only AP1 we have). The curved sword and gaffi stickare large enough to be hand and a half weapons. Curved look more like a daishi in size and two handed curved look more like no-daishi.


As far as uniqueness the stun baton is the only real unique feature we get...and its a freaking stick! Everything else every other melee prof. gets while we can do some of them better. Can I get a heavy saber, longsword..or pirate cutlass? How about a scymitar? I'll even settle for an offhand swiss army knife if they include a the kewl toothpick but no buckler. Like we really need to augment our defenses more.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Taidashan
Sun Jul 18, 2004 11:04 pm
#75



"Only a fool does not fear. However, the brave are the ones who act despite that fear"
Krondore
Sun Aug 15, 2004 8:58 am
#76

Hey! Alright, I have been both TKM and Fencer. I was first a TKM(always been into martial arts), then I tried fencer(it is a very cool idea, slightly gone awry).


I don't like all the argueing going on in this forum, but at the same time I understand. I do believe that a fencer should be faster, but not by a large margin at all. To the point of speed and damage they should be fairly close. My main thoughts are that if TK is going to stay so overpowering(which in my opinion, it is) Then the fencer should have alot more dodge mods. These mods would include Parry. Same sort of thing really. I know that the definition is very different but we will take what we can get. If you ever watch fencing, TV, or if you are there live. They rarily land a really great hit, don't get me wrong, my point is that both are very good with evasive manovers therefore making it hard to land a hit. Although when they do land a hit it is very often quite a percise hit.


I have read that some people on this forum think that the attack of the TKM and the MFencer are close with the damage done. I am here to say that of what I have played and found, that is very untrue. With TKM I was doing an average hit of 500. That is of course on AR0. So partly it could be cause of the armour mod. But with that aside, when I was a fencer I was doing an average hit of 200. Since both hit the speed cap that deffinatly gives the TKM a leg up on fencer. Once again I am going to say that to possibly help resolve this, more dodge(and/or parry) mods for the fencer. The fencer should be very hard to hit.


With TK I believe that part of the overwhelming power is due to the vibro knuckler. It increases damage and speed when equiped. The TK already has a lot of speed. And I don't think that equiping something on your hand can make you move faster, but it should decrease speed asmall ammount. But it should increase the damage. But enough with TK, this is after all a "Fencer forum".


I really like the idea of Twin wielding. And I do think that it should only be a Master Fencer technique.

instead of a defence mod with it, I think it should have more of a dodge modifier. With this being said, I think that the dodge cap with fencer should be held at a higher lvl. This should also not be a stacking mod. This should set the fencer apart from the other melee profs. All of the dodge and counter and block ect. mods should be stand alone. You should not be able to stack them. I don't see how learning to evade shots from guns while you are prone with a pistol in hand has anything to do with trying to evade a large cleaverswinging at your head while standing. The mods should have some stand alone respects. Possibly incorperate different dodge, counter, block mods. For example, the Fencer should have a dodge mod called parry, which would be the stand alone dodge mod for Fencer. But there should also be a general dodge mod, which is stackable. General evasive manovers.


As for the stances, With different weapons, they should each differ slightly. If you are holding a Ryyk blade for example,it would be slightly more top heavy then say the curved blade. Therefore it should be held much closer to the body. Somewhat a martial arts stance. Sideways with unarmed hand out in front, equiped Ryyk blade held close to the chest(the Gaderiffi Baton could be held the same way). And for the curved blade and the Stun Baton, should stand slightly sideways again but with equiped hand out front with opposite hand(unarmed hand) near the small of the back, more like thetraditional "Fencer". With each stance there could be a different use of the dodge, parry mods. The "Ryyk" stance could use the general dodge mods slightly better as the "Fencer, curved sword" stance could use the Parry dodge mod better. With the stone knives and daggers, it should be more of a forward up front square stance. With the dagger in hand slightly above the shoulder and beside the head, with the free hand out frond centered. This stance would be equally good at using the dodge, and parry mods.


Alright, I'm done. Lol. Bet you thought that I would never finish

But I hope that these ideas,while I doubt will be totally incorperated, could be usefull for some of the combat revamp. Glad, and happy to hear what you think of my ideas. Critics are welcome as well..... I guess if I have to. lol. Later


Krondore, Kettemore

Just dropped most of my profs. Starting over.

Smuggler(0,4,1,0)

Brawler(4,1,0,0)

Marksman(0,4,0,0)

Novice Artisan
Krondore
Sun Aug 15, 2004 9:17 am
#77

One thing I actually forgot to mention.

I also want to state that for fencer there should be more doubling up, with specials. I mean, like doing a certain combo, if you will, could lower the oponents defence or stun them slightly. By stun them, I mean make it so that they have to wait 5 seconds to do their next move. By the combo statment I mean, use dizzy, blind, and hit 2/3 or something like that. Stacking specials basically. But I realize that to make something like this could turn really bad for pvp. If the fencer decided to spam the "Stun" combo, he would be almost invincable. But if you were to put a timer on it, then that might help. Can only use once every10 seconds or so. Maybe 15. Or longer if need be. Or possibly, can't use specials untill the timer of the "Stun" combo is up. Might give a little bit of edge and some deffinate individualism.


Lots shorter then the last one eh? (Yep, Canadian)

I will try to keep it shorter for now on.

Krondore,

Your friendly neighborhood Wookiee
Page 6 of 6